/// \file /// \brief Contains TransportInterface from which you can derive custom transport providers for ConsoleServer. /// /// This file is part of RakNet Copyright 2003 Kevin Jenkins. /// /// Usage of RakNet is subject to the appropriate license agreement. /// Creative Commons Licensees are subject to the /// license found at /// http://creativecommons.org/licenses/by-nc/2.5/ /// Single application licensees are subject to the license found at /// http://www.rakkarsoft.com/SingleApplicationLicense.html /// Custom license users are subject to the terms therein. /// GPL license users are subject to the GNU General Public /// License as published by the Free /// Software Foundation; either version 2 of the License, or (at your /// option) any later version. #ifndef __TRANSPORT_INTERFACE_H #define __TRANSPORT_INTERFACE_H #include "NetworkTypes.h" #include "Export.h" #define REMOTE_MAX_TEXT_INPUT 512 class CommandParserInterface; /// \brief Defines an interface that is used to send and receive null-terminated strings. /// In practice this is only used by the CommandParser system for for servers. class RAK_DLL_EXPORT TransportInterface { public: /// Start the transport provider on the indicated port. /// \param[in] port The port to start the transport provider on /// \param[in] serverMode If true, you should allow incoming connections (I don't actually use this anywhere) /// \return Return true on success, false on failure. virtual bool Start(unsigned short port, bool serverMode)=0; /// Stop the transport provider. You can clear memory and shutdown threads here. virtual void Stop(void)=0; /// Send a null-terminated string to \a playerId /// If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here /// and parse it out in Receive(). /// \param[in] playerId The player to send the string to /// \param[in] data format specifier - same as printf /// \param[in] ... format specification arguments - same as printf virtual void Send( PlayerID playerId, const char *data, ... )=0; /// Disconnect \a playerId . The binary address and port defines the PlayerID structure. /// \param[in] playerId The player/address to disconnect virtual void CloseConnection( PlayerID playerId )=0; /// Return a string. The string should be allocated and written to Packet::data . /// The byte length should be written to Packet::length . The player/address should be written to Packet::playerid /// If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet /// and thus only return a string in Packet::data /// \return The packet structure containing the result of Receive, or 0 if no data is available virtual Packet* Receive( void )=0; /// Deallocate the Packet structure returned by Receive /// \param[in] The packet to deallocate virtual void DeallocatePacket( Packet *packet )=0; /// If a new system connects to you, you should queue that event and return the playerId/address of that player in this function. /// \return The PlayerID/address of the system virtual PlayerID HasNewConnection(void)=0; /// If a system loses the connection, you should queue that event and return the playerId/address of that player in this function. /// \return The PlayerID/address of the system virtual PlayerID HasLostConnection(void)=0; /// Your transport provider can itself have command parsers if the transport layer has user-modifiable features /// For example, your transport layer may have a password which you want remote users to be able to set or you may want /// to allow remote users to turn on or off command echo /// \return 0 if you do not need a command parser - otherwise the desired derivation of CommandParserInterface virtual CommandParserInterface* GetCommandParser(void)=0; protected: }; #endif